Runed Halo
Shadowmoor — rare
Enchantment
As Runed Halo enters the battlefield, choose a card name.
You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
Shadowmoor — rare
Enchantment
As Runed Halo enters the battlefield, choose a card name.
You have protection from the chosen card name. (You can't be targeted, dealt damage, or enchanted by anything with that name.)
TCGPlayer low price:
Buy now! ▶Enchantment — Aura
You may cast Ward of Lights as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
Enchant creature
As Ward of Lights enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Ward of Lights.
Enchantment — Aura
Flash
Enchant creature
As Benevolent Blessing enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Auras and Equipment you control that are already attached to it.
Enchantment — Aura
Flash
Enchant creature
As Cho-Manno's Blessing enters the battlefield, choose a color.
Enchanted creature has protection from the chosen color. This effect doesn't remove Cho-Manno's Blessing.
Enchantment
As Circle of Protection: Art enters the battlefield, choose an artist.
: The next time a source of your choice with art by the chosen artist would deal damage to you this turn, prevent that damage.
: Return Circle of Protection: Art to its owner's hand.
Enchantment
As Deification enters the battlefield, choose a planeswalker type.
Planeswalkers you control of the chosen type have hexproof.
As long as you control a creature, if damage dealt to a planeswalker you control of the chosen type would result in all loyalty counters on it being removed, instead all but one of those counters are removed.
Enchantment — Aura
Enchant nonland permanent
As Gobsmacked enters the battlefield, choose a person outside the game.
As long as you can see the chosen person from your seat, enchanted permanent can't attack or block, and its activated abilities can't be activated.
Enchantment
As Call to Arms enters the battlefield, choose a color and an opponent.
White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common.
When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
Battle — Siege // Enchantment
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When Invasion of Gobakhan enters the battlefield, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.
Lightshield Array
At the beginning of your end step, put a +1/+1 counter on each creature that attacked this turn.
Sacrifice Lightshield Array: Creatures you control gain hexproof and indestructible until end of turn.
Enchantment — Aura
Enchant creature
As Prismatic Ward enters the battlefield, choose a color.
Prevent all damage that would be dealt to enchanted creature by sources of the chosen color.
Enchantment
As Rally the Ranks enters the battlefield, choose a creature type.
Creatures you control of the chosen type get +1/+1.
Enchantment
As Shared Triumph enters the battlefield, choose a creature type.
Creatures of the chosen type get +1/+1.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2 and has vigilance.
When a creature with mana value 6 or greater enters the battlefield, you may return Dragon Scales from your graveyard to the battlefield attached to that creature.
Enchantment — Aura
Enchant creature
Enchanted creature has "Whenever a creature enters the battlefield under your control, this creature gets +1/+1 until end of turn."
When Nurturing Presence enters the battlefield, create a 1/1 white Spirit creature token with flying.
Enchantment — Aura
Flash
Enchant creature
Enchanted creature gets +1/+2 and has vigilance.
Addendum — When Sentinel's Mark enters the battlefield, if you cast it during your main phase, enchanted creature gains lifelink until end of turn.
Legendary Enchantment — Background
Commander creatures you own have "When this creature enters the battlefield and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Enchantment
Soul Echo enters the battlefield with X echo counters on it.
You don't lose the game for having 0 or less life.
At the beginning of your upkeep, sacrifice Soul Echo if there are no echo counters on it. Otherwise, target opponent may choose that for each 1 damage that would be dealt to you until your next upkeep, you remove an echo counter from Soul Echo instead.
Enchantment — Case
When this Case enters the battlefield, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
Enchantment — Aura
Enchant creature
When Chosen by Heliod enters the battlefield, draw a card.
Enchanted creature gets +0/+2.
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